For this threejs project example I wanted to make a 3D version of a 2d canvas javaScript project that I made a little while back that has to do with something I am calling a source layer. The general idea of what I have in mind here is to make my own art program that involves setting up what the content of a resource layer is, then I have one or more additional canvas layers positioned on top of that source layer that I draw on.
There may be alternative ways of doing this sort of thing such as just creating a scene the way that I want to, adjust the position of the camera and so forth and then just take a still picture and open that still picture up in an image editing program like GIMP. Any decent image manipulation program such as GIMP will have layers as a feature, so I can add the still of the scene as a source layer, then create another layer on top of that and draw to that. with that said there is the question of how to go about justifying making something like this rather than just using tools that are all ready out there to work with. I can not think of that much, but for starters there is just making a minimal custom tailored program that is made for a specific kind of work flow, or over all style. Aside from that it is possible that this example might just prove to be another one of my unfinished prototypes for some kind of application using threejs.
I would like to make at least one, if not more projects that function as a kind of tool to help in in the process of making projects though. This project might not prove to be the best example of this kind of thing, but sooner or later I might expand on this specific kind of threejs example. That is to create some kind of tool that helps in in the process of making some kind of asset or file product.
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